Flowers in GW2 should be tanks who deal low damage
the main problem with flowers is not the damage they deal its the fact they are weak.
the new buff to damage encourages players to play the flower as an attacking class similar to peashooter instead they should find ways to make sure and encourage flower play style to be focused mainly and most importantly on healing. not damage dealing.
the only way i can think of doing that would be making flowers more like tanks with more health making sure they can survive in those sticky situation so they will be able to keep healing their teammates.
along hand the shooting damage sould be low to the point you will not want to play the flower as a pure attacking class even if you would have higher health.
this will create a play style where you would avoid playing solo with the flower and you would just look for teammates to walk together with enjoying their superior damage dealing while you are more likely to survive with more health.
the game should do anything to encourage a healing play style but what they actually going to do is buff the damage.
that is just a quick fix / workaround so people will play more flower and the data will show more flowers are being played.
but the focus is going to be on an attacking flower and not a healing flower.
instead of a damage buff flowers should just get a health buff simple as that.
in GW1 flowers did not need more health because there was no zombie that dealt excessive damage a flower could not handle. and there were no abilities that could stop a group of plants holding a garden to the degree of abilities in GW2.
for example in GW1 the imp punt going into a garden with plants could ruin the party. but usually it would only get 1 or 2 plants SOMETIMES 3 plants.
a flower player could handle an imp punt and the overall damage dealt by the zombies was at a level a group of plants could handle and counter with healing.
in GW2 you have many abilities that will not allow a group of plants to hold a garden. imp bomb , superbrain spin , barrel , mechs , and then all the actual fire damage from all the zombies which comes quicker and with higher values then GW1 while the flowers kept its same health from GW1.
for example imp punt vs imp bomb the imp punt took skill to land on the other hand imp bomb does all the work for you. it will suck and entire plant team inside the garden circle. its like an imp punt that works everytime and kills everything inside a garden.
this is only one ability. the end result is you could hold a garden in GW1 for the entire game as flower supporting your team with healing and revives.
it is no longer possible in GW2 it is just a matter of time until one of the many abilities will get you.
flower has way less meaning in GW2 because of the higher damage and new abilities.
only thing that makes a bit of sense would be finding a way to make sure a flower could survive longer by adding health.
and you will want to make sure the shooting damage is a bit lower then a pure attacking class so flower players will be focused on healing.
in GW1 when you would play a good flower you could go a full round without getting any kills anyway as you were too busy keeping everyone alive. so there is no need for a TRUE flower player to have a high damage weapon/fire anyway.
the incoming buff is just a workaround and a testament of the bad design